Search found 61 matches
- Sun Feb 18, 2018 9:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: (SOLVED) Aligning Names in Namebox
- Replies: 7
- Views: 1097
Re: Aligning Names in Namebox
have you tried changing the xalign to 0.0? you can implement it just as you would xpos and ypos.
- Tue Jan 09, 2018 3:16 am
- Forum: Creator Discussion
- Topic: Planning vs improvising
- Replies: 14
- Views: 3280
Re: Planning vs improvising
it really depends on the person. personally, I have trouble finishing a project when I don't have the end planned out. I get stuck quickly and I tend to get overambitious with my story branches. but improvising is fun. sometimes I find a middle ground where I know where I want to take the story, but...
- Mon Jan 08, 2018 12:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to add/delete files during gameplay?
- Replies: 1
- Views: 499
Re: How to add/delete files during gameplay?
here's a relevant thread. it's not a feature in Ren'Py, as far as i know, so you'll have to code it in using python.
- Tue Dec 26, 2017 7:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: Clicking on Screen
- Replies: 1
- Views: 498
Re: Clicking on Screen
you probably want to use imagebuttons for that kind of stuff. make a screen to put it in, and then use that in the background. you can code that using screen language , which is what's used in your screens.rpy file. a similar question was answered here: https://lemmasoft.renai.us/forums/viewtopic.ph...
- Fri Dec 22, 2017 9:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: NVL dialogue beginning on the left side of the screen.
- Replies: 2
- Views: 642
Re: NVL dialogue beginning on the left side of the screen.
are you talking about text alignment? try changing text_align to 1.0 (in screens.rpy, under the nvl_thought style.) that'll make it aligned to the right.
- Fri Dec 22, 2017 12:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] SetField action not changing persistent color variable
- Replies: 3
- Views: 1123
Re: SetField action not changing persistent color variable
aw man. I tried changing stuff to preference.-- like you said, but it didn't work. but I think I'm figuring things out! it turns out I actually didn't implement style preferences properly. I was stuck there because I didn't know what style objects were, but I figured it out! all I had to do was use ...
- Fri Dec 22, 2017 4:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] SetField action not changing persistent color variable
- Replies: 3
- Views: 1123
[solved] SetField action not changing persistent color variable
I have a pretty simple black-on-white interface, but I realized it could get a little hard on the eyes. so I'm trying to make two themes, one a default "light mode" and one "dark mode" that changes the color of the text and background. first, I changed some stuff so the gui could...
- Thu Sep 07, 2017 11:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: help with nvl input, like in text adventure games
- Replies: 0
- Views: 577
help with nvl input, like in text adventure games
I wanna keep a text input box on the bottom of the screen that can interact with events in the nvl dialogue screen. think of a text adventure with commands and stuff, it's basically that. here's how it'd work (theoretically): all mechanics are based on the input box. hitting enter without typing any...
- Tue Jul 25, 2017 6:02 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Side Image problem
- Replies: 5
- Views: 2643
Re: Side Image problem
your method looks a bit different from the one in the documentation. I can't test it right now, so sorry if it's outdated or you've already tried it.
- Tue Jul 25, 2017 5:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: Trying to make my menu offer another option once all others have been chosen
- Replies: 4
- Views: 709
Re: Trying to make my menu offer another option once all others have been chosen
I hope there's a simpler method, but here's what I would do: label lookaroundmenu: if library_visited_done: if generalstore_visited_done: if baranddiner_visited_done: if walkaround_done: $ gotocabin = True else: pass else: pass else: pass else: pass menu: nar "Where should you go to first?"...
- Sat Apr 22, 2017 3:40 am
- Forum: We are a Free Project looking for Partners
- Topic: Beyond the Deep [LD38] [LOGO STILL NEEDED]
- Replies: 7
- Views: 1283
Re: Beyond the Deep [LD38]- Programming/Writing help?
the mermaid looks really nice! dunno what I can do to help but... this sounds really fun, good luck.
- Tue Feb 14, 2017 6:38 am
- Forum: General Discussion
- Topic: What inspires you?
- Replies: 18
- Views: 3283
Re: What inspires you?
Hollywood will hype up their movie so you want to watch it, even though you already saw 85% of it in just the trailer *ahem* Sorry for ranting. I think that has to do with why I make stories--because they don't exist. I'm not the best writer there is (not by a long shot!), but if no one makes what ...
- Fri Jan 20, 2017 12:20 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How well could Ren'Py replicate A Dark Room?
- Replies: 3
- Views: 701
Re: How well could Ren'Py replicate A Dark Room?
Thanks for the fast response!
- Fri Jan 20, 2017 11:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: How well could Ren'Py replicate A Dark Room?
- Replies: 3
- Views: 701
How well could Ren'Py replicate A Dark Room?
More specific questions: - Can it run multiple timers like ADR can? - Can a smooth "swiping" transition happen when switching menus? (A Firelit Room -> A Silent Forest) (also how the "stores" inventory always moves under the other inventory boxes when switches screens.) (In case ...
- Tue Jan 10, 2017 8:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Show Image User Cannot Interrupt
- Replies: 9
- Views: 1076
Re: Show Image User Cannot Interrupt
What if you just handled it like a character sprite, but in a different location?
edit: adding to what Imperf3kt said: the above doesn't work in cases where you want a time limit on the image independent of the player's clicks.
edit: adding to what Imperf3kt said: the above doesn't work in cases where you want a time limit on the image independent of the player's clicks.